HP c8000 manual Rendering details, Default visuals, EXP and EXP2 fogging, Bow-tie quadrilaterals

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overview of OpenGL

rendering details

rendering details

This section provides the details for several of HP’s rendering capabilities. These rendering capabilities range from the way HP implements its default visuals to the way HP deals with the decomposition of concave quadrilaterals.

default visuals

Instead of placing the default visual in the deepest image buffer, HP puts the default visual in the overlay planes. This behavior can be modified using SAM to adjust the Display->X Server Configuration->Screen Options.

EXP and EXP2 fogging

The Virtual Memory Driver’s implementation of fog applies fog per fragment. Hardware devices implement EXP and EXP2 fog per fragment and linear fog per vertex.

bow-tie quadrilaterals

A quadrilateral has four vertices that are coplanar. When this quadrilateral is twisted and you look at a front view of it on the display, there appears to be a fifth vertex. This fifth vertex which is not a true vertex will have no attributes, therefore, the color at what appears to be the intersection of two lines will in most cases be different from what is expected. HP treats the two parts of the bow tie as two separate triangles that have attributes assigned to their vertices. This special rendering process takes care of the color problem at the non-existent fifth vertex. To learn how other implementations of OpenGL deal with bow-tie quadrilaterals, read the section “Describing Points, Lines, and Polygons” in Chapter 2 of the OpenGL Programming Guide.

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Chapter 1

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Contents OpenGL Implementation Guide Legal Notices Contents Installation and setup Programming hints Contents Overview of OpenGL Introduction OpenGL Reference ManualOpenGL product Hp’s implementation of OpenGLHp’s implementation of the OpenGL libraries Supported graphics devices Supported operating systemsSupported visuals Visual Table for HP Visualize fxeVisual Table for ATI Fire GL T2/X1/X3 Stereo Visual Support for HP Fire GL-UX Visual support for other graphics devicesBuffer sharing between multiple processes and threads Sigchld and the GRM daemonBit programming Sample 64-bit compile and link for 11.x only SLS supportStandard OpenGL product OpenGL Utilities Library GLUInput and output routines OpenGL extensions for the X Window system GLXOpenGL product Mixing of OpenGL and Xlib Gamma correction OpenGL extensions Visibility test extensionsOcclusion extension Occlusion culling code fragmentsEnumerated Types for Occlusion GLHPsupersample extension Default visuals Rendering detailsEXP and EXP2 fogging Bow-tie quadrilateralsIndex mode dithering Decomposition of concave quadrilateralsVertices outside of a begin/end pair Environment variables New environment variables as of release Switches to the faster double buffering method Installation and setup Installation and setup Verification instructions Is your system software preloaded with instant ignition?Verify that OpenGL is on your workstation Installing OpenGL Install OpenGLOpenGL Development Environment Filesets for 11.0 Check log file Verify the product OpenGL file structure 64-bit libraries are in a subdirectory OpenGL file structure Chapter Running OpenGL programs Virtual GLX VGL mode Visual support for the VGL modeSpecial considerations Bool hpglXDisplayIsVGLDisplay *dpy, int screen Running hps implementation of the OpenGL stereo application Running hps implementation of the OpenGL stereo application Running OpenGL programs Compiling and linking programs Overview Subdirectory This Directory ContainsIncluding header files Linking shared libraries Compiling 32-bit and 64-bit applications for OpenGL OpenGL procedure calls Programming hints Programming hints OpenGL correctness hints 4D valuesTexture coordinates Glcompileandexecute mode OpenGL performance hintsDisplay list performance Geometric primitivesDraw array set extensions Textures State changes and their effects on display listsRegular primitive data Texture downloading performance Selection performanceState change Optimization of lighting Occlusion cullingHigh frame rate applications Rescaling normals OpenGL performance hints
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